MAP20: Into the Gate (Jenesis)

MAP20: Into the Gate is the twentieth map of Jenesis. It was designed by James Paddock (Jimmy) and uses the music track "Mysteries of the Quiola," composed by Paul Corfiatis. The par time is 2:40.

Yellow key
Open the door in front of you to enter a lift shaft, kill the waiting shotgun guy (or chaingunner on Ultra-Violence (UV) and Nightmare (NM) skill levels) then flip the switch next to it to go up to the next floor. Open the next door to enter a hall with zombies and imps, as well as revenants on UV and NM, then open either of the east doors to enter a large room with more of the same monsters - there are four platforms at the north end of the room that must be raised to reach the button for the yellow keycard. Use the lift in the south-east corner to get up to the ledge with the yellow key and flip the switch on the wall, go down the steps to a rocket launcher guarded by one or two barons of Hell then go through a door to reach an L-shaped path defended by imps.

Go round the corner to find a revenant guarding a switch and flip it, then open the gargoyle door just behind you and take a radiation shielding suit before going east and north through the nukage to find a third switch - after flipping it, watch out for an arch-vile that is released on to the path. Go back to the large room and head down the gray pillars that have risen in the middle to get back to the entrance, then walk north and flip the fourth and final switch in the north-west corner - you can now run up the metal platforms to reach a button, which lowers the yellow key for you to collect.

Blue skull key
Return to the central hall and go down the steps on the west side to find a super shotgun and a switch with yellow markers - flipping it will raise some poles that you can use to cross the nukage pit to a ledge with two doors. Open the north door and kill some shotgun guys, go down the steps and turn right to see a lift ahead - the lift is guarded by lost souls and chaingunners, and a monster closet containing revenants will open to your right as you approach the lift. Ride the lift up and press the button to your left, then go through the door opposite to return to the central hall; a second switch has been revealed next to the yellow key switch, and flipping it raises a second set of poles that you need to traverse. Step across and open the south door to reach an L-shaped path with imps, go round the corner to find a revenant guarding a switch and flip it to open a door behind you concealing chaingunners and a Hell knight. Go through that door to see another door, but approach it with caution as two more knights (plus a baron on Hurt Me Plenty (HMP) or higher) will be released to your left; dispose of them then go through the door and turn right to collect the blue skull key.

Red key and exit
Step across either set of poles again to reach a blue key door, open it to confront an arch-vile then head west through another door to get to a large helipad; a cyberdemon is on guard here, and when you press the button by the north wall to lower the lift you will also have to deal with imps, demons, revenants and knights (plus two arch-viles on HMP or higher) that teleport in. Use the plasma gun and invulnerability (or megasphere on HMP or higher) to clear them out, then press the gargoyle switch behind the lift to go up to the surrounding ledge and follow it round to another button; this will open the bars at the top of the lift, but only for a few seconds. Step past these bars to dispose of some imps, then follow the stairs down until you reach a nukage trench with the red skull key at the end. Collect the radiation suit at the entrance and dispose of an arch-vile that rises from the nukage before you take the key, as it will cause one or two mancubi to teleport behind you; after killing them, leave the nukage and enter the white teleporter that has opened to go back to the main hall.

Go to the door at the north end and flip the nearby switch to open it, revealing a red corridor with lost souls, then head through and open the door at the other end to enter a hallway with several mutants. Step through the first doorway on the right and pick up the blue keycard in the south-east corner, then go back to the hallway and open the locked door at the north end to find arachnotrons defending the gateway. Enter the gateway to go to a death exit.

Secrets

 * 1) At the start, take the lift up, and before the next door, open the wall to the right where the green and white textures intersect for a berserk pack. (sector 400)
 * 2) Flip the yellow switch to raise the poles that lead westward. Open the door to the north and when you approach the lift, a compartment with revenants opens up. Take the lift up and make an angled jump to this compartment. Two medikits and a megaarmor are inside. (sector 204)
 * 3) At the helipad, make your way to the top ledge, then use the switch in the south-east to open the bars to the next room. In this room, use the screen to get a BFG9000. (sector 415)

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on November 6, 2022.

Statistics
These statistics are based on the map version in jenefix.wad of September 13, 2013.

Things
This level contains the following numbers of things per skill level:

Trivia

 * This level occupied the MAP08 slot in Part 1 of Jenesis. It was moved to MAP14 in Part 2, then to MAP20 in Part 3.